index-static/scripts/portal.js

377 lines
9.9 KiB
JavaScript

class Portal {
constructor(canvas, resourceDir) {
// Vertex shader.
const vglsl = `#version 300 es
layout (location = 0) in vec3 Position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec2 canvasResolution;
vec4 projection_from_position(vec4 position) {
vec4 projection = position * 0.5;
projection.xy = vec2(projection.x + projection.w, projection.y + projection.w);
projection.zw = position.zw;
return projection;
}
out vec4 texProj0;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(Position, 1.0);
texProj0 = projection_from_position(gl_Position);
texProj0 = vec4(texProj0.xy * canvasResolution / max(canvasResolution.x, canvasResolution.y), texProj0.zw);
}`
// Fragment shader.
const fglsl = `#version 300 es
precision highp float;
uniform sampler2D sky;
uniform sampler2D particles;
uniform float dt;
in vec4 texProj0;
const int LAYERS = 15;
const vec3 COLORS[] = vec3[](
vec3(0.022087, 0.098399, 0.110818),
vec3(0.011892, 0.095924, 0.089485),
vec3(0.027636, 0.101689, 0.100326),
vec3(0.046564, 0.109883, 0.114838),
vec3(0.064901, 0.117696, 0.097189),
vec3(0.063761, 0.086895, 0.123646),
vec3(0.084817, 0.111994, 0.166380),
vec3(0.097489, 0.154120, 0.091064),
vec3(0.106152, 0.131144, 0.195191),
vec3(0.097721, 0.110188, 0.187229),
vec3(0.133516, 0.138278, 0.148582),
vec3(0.070006, 0.243332, 0.235792),
vec3(0.196766, 0.142899, 0.214696),
vec3(0.047281, 0.315338, 0.321970),
vec3(0.204675, 0.390010, 0.302066),
vec3(0.080955, 0.314821, 0.661491)
);
const mat4 SCALE_TRANSLATE = mat4(
0.5, 0.0, 0.0, 0.25,
0.0, 0.5, 0.0, 0.25,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat2 mat2_rotate_z(float radians) {
return mat2(
cos(radians), -sin(radians),
sin(radians), cos(radians)
);
}
mat4 portal_layer(float layer) {
mat4 translate = mat4(
1.0, 0.0, 0.0, 17.0 / layer,
0.0, 1.0, 0.0, (2.0 + layer / 1.5) * (dt * 1.5),
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat2 rotate = mat2_rotate_z(radians((layer * layer * 4321.0 + layer * 9.0) * 2.0));
mat2 scale = mat2((4.5 - layer / 4.0) * 2.0);
return mat4(scale * rotate) * translate * SCALE_TRANSLATE;
}
out vec4 fragColor;
void main() {
vec3 color = textureProj(sky, texProj0).rgb * COLORS[0];
for (int i = 0; i < LAYERS; i++) {
color += textureProj(particles, texProj0 * portal_layer(float(i + 1))).rgb * COLORS[i];
}
fragColor = vec4(color, 1.0);
}`
const images = [
`${resourceDir !== '/' ? resourceDir : ''}/sky.png`,
`${resourceDir !== '/' ? resourceDir : ''}/portal.png`,
];
// Version & notice.
this.version = '1.1';
this.notice();
this.canvas = canvas;
this.gl = this.canvas.getContext('webgl2');
// If WebGL isn't part of available features, fail.
if (!this.gl) {
alert("Unable to initialize WebGL 2. Your browser or machine may not support it.");
return;
}
// Size the canvas to window initially.
this.canvas.width = window.innerWidth;
this.canvas.height = window.innerHeight;
// Get current tick and slightly randomize it.
this.time = Date.now() - this.randomRange(60 * 1000, 180 * 1000);
// Build shaders.
this.prog = this.build(vglsl, fglsl);
if (!this.prog) {
alert("Failed to compile WebGL 2 shaders.\nOpen the developer console for debug output.");
return;
}
// Bind class context to the resize handler, pass it to the event bus.
window.addEventListener('resize', this.resize.bind(this));
// Create image loading promises.
this.promises = images.map(image => this.loadImage(image));
// Initialize the scene.
this.initialize();
// Once all promises have been fulfilled, build the scene.
Promise.all(this.promises).then(resources => {
// Load resources.
resources.forEach((image, index) => this.loadResource(image, index));
// Bind program
this.gl.useProgram(this.prog);
// Begin render.
this.render();
});
}
notice() {
console.log(
`%c \u2587%c\u2587%c\u2587 %c\u2587%c\u2587%c\u2587 %c // ECMAPortal v${this.version} by Endermanch & WiPet\n\n\thttps://enderman.ch\n\thttps://go.enderman.ch/wipet`,
'color: #E58EFF',
'color: #D52DFF',
'color: #E58EFF',
'color: #E58EFF',
'color: #D52DFF',
'color: #E58EFF',
'color: #008000',
);
console.log(
'If any errors occur below, please send a screenshot of them my way!\n\t%ccontact@enderman.ch',
'color: #87CEFA'
);
}
randomRange(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
}
build(vshSource, fshSource) {
let vsh = this.gl.createShader(this.gl.VERTEX_SHADER);
this.gl.shaderSource(vsh, vshSource);
this.gl.compileShader(vsh);
if (!this.gl.getShaderParameter(vsh, this.gl.COMPILE_STATUS)) {
console.error(this.gl.getShaderInfoLog(vsh));
return false;
}
let fsh = this.gl.createShader(this.gl.FRAGMENT_SHADER);
this.gl.shaderSource(fsh, fshSource);
this.gl.compileShader(fsh);
if (!this.gl.getShaderParameter(fsh, this.gl.COMPILE_STATUS)) {
console.error(this.gl.getShaderInfoLog(fsh));
return false;
}
let program = this.gl.createProgram();
this.gl.attachShader(program, vsh);
this.gl.attachShader(program, fsh);
this.gl.linkProgram(program);
if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
console.error(this.gl.getProgramInfoLog(program));
return false;
}
return program;
}
loadImage(url) {
return new Promise((resolve, reject) => {
let img = new Image();
img.onload = () => resolve(img);
img.onerror = reject;
img.src = url;
});
}
loadResource(image, index) {
const samplerParameters = [
this.gl.CLAMP_TO_EDGE,
this.gl.MIRRORED_REPEAT,
];
let sampler = this.gl.createSampler();
this.gl.samplerParameteri(sampler, this.gl.TEXTURE_WRAP_S, samplerParameters[index]);
this.gl.samplerParameteri(sampler, this.gl.TEXTURE_WRAP_T, samplerParameters[index]);
this.gl.samplerParameteri(sampler, this.gl.TEXTURE_WRAP_R, samplerParameters[index]);
this.gl.samplerParameteri(sampler, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST_MIPMAP_LINEAR);
this.gl.samplerParameteri(sampler, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
this.gl.bindSampler(index, sampler);
let texture = this.gl.createTexture();
this.gl.activeTexture(this.gl.TEXTURE0 + index);
this.gl.bindTexture(this.gl.TEXTURE_2D, texture);
this.gl.texImage2D(
this.gl.TEXTURE_2D,
0,
this.gl.RGBA,
this.gl.RGBA,
this.gl.UNSIGNED_BYTE,
image
);
this.gl.generateMipmap(this.gl.TEXTURE_2D);
}
initialize() {
this.uniforms = {
modelViewMatrix: this.gl.getUniformLocation(this.prog, "modelViewMatrix"),
projectionMatrix: this.gl.getUniformLocation(this.prog, "projectionMatrix"),
dt: this.gl.getUniformLocation(this.prog, "dt"),
resolution: this.gl.getUniformLocation(this.prog, "canvasResolution"),
sky: this.gl.getUniformLocation(this.prog, "sky"),
particles: this.gl.getUniformLocation(this.prog, "particles"),
}
let vertexPosBuffer = this.gl.createBuffer();
let positions = new Float32Array([
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0
]);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertexPosBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, positions, this.gl.STATIC_DRAW);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
let vertexTexBuffer = this.gl.createBuffer();
let texcoords = new Float32Array([
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
1.0, 0.0,
0.0, 0.0,
0.0, 1.0
]);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertexTexBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, texcoords, this.gl.STATIC_DRAW);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
let vertexPosLocation = 0;
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertexPosBuffer);
this.gl.vertexAttribPointer(vertexPosLocation, 2, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(vertexPosLocation);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
let vertexTexLocation = 4;
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertexTexBuffer);
this.gl.vertexAttribPointer(vertexTexLocation, 2, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(vertexTexLocation);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
}
scene() {
let identityMatrix = new Float32Array([
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
]);
let dt = (Date.now() - this.time) / 1000 / 1000;
this.gl.uniformMatrix4fv(this.uniforms.modelViewMatrix, false, identityMatrix);
this.gl.uniformMatrix4fv(this.uniforms.projectionMatrix, false, identityMatrix);
this.gl.uniform2f(this.uniforms.resolution, this.canvas.clientWidth, this.canvas.clientHeight);
this.gl.uniform1f(this.uniforms.dt, dt);
this.gl.uniform1i(this.uniforms.sky, 0);
this.gl.uniform1i(this.uniforms.particles, 1);
this.gl.drawArraysInstanced(this.gl.TRIANGLES, 0, 6, 1);
}
render() {
// Make sure the viewport matches the size of the canvas' drawingBuffer.
this.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);
// Run the scene.
this.scene();
// Request the next animation frame.
requestAnimationFrame(this.render.bind(this));
}
resize() {
let width = window.innerWidth;
let height = window.innerHeight;
if (
this.canvas.width !== width ||
this.canvas.height !== height
) {
this.canvas.width = width;
this.canvas.height = height;
}
}
destruct() {
// Doesn't need to be called usually, the garbage collector should do its job.
// The method isn't implemented, but the pseudocode is as follows:
this.gl.deleteBuffer(vertexPosBuffer);
this.gl.deleteBuffer(vertexTexBuffer);
this.gl.deleteSampler(sampler);
this.gl.deleteTexture(texture);
this.gl.deleteProgram(this.prog);
}
}
const canvas = document.querySelector('#ecmaportal');
const portal = new Portal(canvas, '/images/portal');